What would cause dbObjectPositionX (and Y and Z alts) to return a NAN (not a number) value?
Here is some basic code...
dbMakeObjectPlain(200, 1, 1);
dbPositionObject(200, 500, 500, 500);
dbRotateObject(200, 0, 90, 0);
dbMoveObject(200, 10);
float Xpos = dbObjectPositionX(200);
// At this point Xpos = NAN
dbDeleteObject(200);
The code works fine until I load another object to the scene. Then it returns NAN for about 8 Sync() calls then it starts to return valid numbers.
A work around I am using is the _isnan() function.
Sorry I can't post the real code. It jumps a lot and is network event driven so who knows what order functions get called. I am just really interested in what condition might cause this then I can look at my code and see where I am triggering the effect.
Thanks!